Global settings and helpers for 2D physics.
| AllLayers | Layer mask constant that includes all layers. |
| alwaysShowColliders | Should the collider gizmos always be shown even when they are not selected? |
| angularSleepTolerance | A rigid-body cannot sleep if its angular velocity is above this tolerance. |
| autoSimulation | Sets whether the physics should be simulated automatically or not. |
| autoSyncTransforms | Whether or not to automatically sync transform changes with the physics system whenever a Transform component changes. |
| baumgarteScale | The scale factor that controls how fast overlaps are resolved. |
| baumgarteTOIScale | The scale factor that controls how fast TOI overlaps are resolved. |
| callbacksOnDisable | Use this to control whether or not the appropriate OnCollisionExit2D or OnTriggerExit2D callbacks should be called when a Collider2D is disabled. |
| changeStopsCallbacks | Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved. |
| colliderAABBColor | Sets the color used by the gizmos to show all Collider axis-aligned bounding boxes (AABBs). |
| colliderAsleepColor | The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep). |
| colliderAwakeColor | The color used by the gizmos to show all awake colliders (collider is awake when the body is awake). |
| colliderContactColor | The color used by the gizmos to show all collider contacts. |
| contactArrowScale | The scale of the contact arrow used by the collider gizmos. |
| defaultContactOffset | The default contact offset of the newly created colliders. |
| DefaultRaycastLayers | Layer mask constant that includes all layers participating in raycasts by default. |
| gravity | Acceleration due to gravity. |
| IgnoreRaycastLayer | Layer mask constant for the default layer that ignores raycasts. |
| linearSleepTolerance | A rigid-body cannot sleep if its linear velocity is above this tolerance. |
| maxAngularCorrection | The maximum angular position correction used when solving constraints. This helps to prevent overshoot. |
| maxLinearCorrection | The maximum linear position correction used when solving constraints. This helps to prevent overshoot. |
| maxRotationSpeed | The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
| maxTranslationSpeed | The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
| positionIterations | The number of iterations of the physics solver when considering objects' positions. |
| queriesHitTriggers | Do raycasts detect Colliders configured as triggers? |
| queriesStartInColliders | Sets the raycasts or linecasts that start inside Colliders to detect or not detect those Colliders. |
| showColliderAABB | Should the collider gizmos show the AABBs for each collider? |
| showColliderContacts | Should the collider gizmos show current contacts for each collider? |
| showColliderSleep | Should the collider gizmos show the sleep-state for each collider? |
| timeToSleep | The time in seconds that a rigid-body must be still before it will go to sleep. |
| velocityIterations | The number of iterations of the physics solver when considering objects' velocities. |
| velocityThreshold | Any collisions with a relative linear velocity below this threshold will be treated as inelastic. |
| BoxCast | Casts a box against colliders in the scene, returning the first collider to contact with it. |
| BoxCastAll | Casts a box against colliders in the scene, returning all colliders that contact with it. |
| BoxCastNonAlloc | Casts a box into the scene, returning colliders that contact with it into the provided results array. |
| CapsuleCast | Casts a capsule against colliders in the scene, returning the first collider to contact with it. |
| CapsuleCastAll | Casts a capsule against colliders in the scene, returning all colliders that contact with it. |
| CapsuleCastNonAlloc | Casts a capsule into the scene, returning colliders that contact with it into the provided results array. |
| CircleCast | Casts a circle against colliders in the scene, returning the first collider to contact with it. |
| CircleCastAll | Casts a circle against colliders in the scene, returning all colliders that contact with it. |
| CircleCastNonAlloc | Casts a circle into the scene, returning colliders that contact with it into the provided results array. |
| Distance | Calculates the minimum distance between two colliders. |
| GetContacts | Retrieves all colliders in contact with the collider. |
| GetIgnoreCollision | Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not. |
| GetIgnoreLayerCollision | Checks whether collisions between the specified layers be ignored or not. |
| GetLayerCollisionMask | Get the collision layer mask that indicates which layer(s) the specified layer can collide with. |
| GetRayIntersection | Cast a 3D ray against the colliders in the scene returning the first collider along the ray. |
| GetRayIntersectionAll | Cast a 3D ray against the colliders in the scene returning all the colliders along the ray. |
| GetRayIntersectionNonAlloc | Cast a 3D ray against the colliders in the scene returning the colliders along the ray. |
| IgnoreCollision | Makes the collision detection system ignore all collisions/triggers between collider1 and collider2. |
| IgnoreLayerCollision | Choose whether to detect or ignore collisions between a specified pair of layers. |
| IsTouching | Checks whether the passed colliders are in contact or not. |
| IsTouchingLayers | Checks whether the collider is touching any colliders on the specified layerMask or not. |
| Linecast | Casts a line segment against colliders in the Scene. |
| LinecastAll | Casts a line against colliders in the scene. |
| LinecastNonAlloc | Casts a line against colliders in the scene. |
| OverlapArea | Checks if a collider falls within a rectangular area. |
| OverlapAreaAll | Get a list of all colliders that fall within a rectangular area. |
| OverlapAreaNonAlloc | Get a list of all colliders that fall within a specified area. |
| OverlapBox | Checks if a collider falls within a box area. |
| OverlapBoxAll | Get a list of all colliders that fall within a box area. |
| OverlapBoxNonAlloc | Get a list of all colliders that fall within a box area. |
| OverlapCapsule | Checks if a collider falls within a capsule area. |
| OverlapCapsuleAll | Get a list of all colliders that fall within a capsule area. |
| OverlapCapsuleNonAlloc | Get a list of all colliders that fall within a capsule area. |
| OverlapCircle | Checks if a collider falls within a circular area. |
| OverlapCircleAll | Get a list of all colliders that fall within a circular area. |
| OverlapCircleNonAlloc | Get a list of all colliders that fall within a circular area. |
| OverlapCollider | Get a list of all colliders that overlap collider. |
| OverlapPoint | Checks if a collider overlaps a point in space. |
| OverlapPointAll | Get a list of all colliders that overlap a point in space. |
| OverlapPointNonAlloc | Get a list of all colliders that overlap a point in space. |
| Raycast | Casts a ray against colliders in the scene. |
| RaycastAll | Casts a ray against colliders in the scene, returning all colliders that contact with it. |
| RaycastNonAlloc | Casts a ray into the scene. |
| SetLayerCollisionMask | Set the collision layer mask that indicates which layer(s) the specified layer can collide with. |
| Simulate | Simulate physics in the scene. |
| SyncTransforms | Synchronizes. |
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